Gamification in Pathology: Mode of Improving the Subject Understanding and Academic Performance of Indian Medical Undergraduates

病理学中的游戏化:提高印度医学本科生学科理解和学业成绩的模式

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Abstract

INTRODUCTION: The integration of basic and clinical sciences in Pathology education for medical undergraduates is a complex endeavor. Implementing a game-based online digital formative assessment tool has the potential to enhance student engagement in the learning process. AIMS AND OBJECTIVES: This research aims to evaluate the impact of gamification on improving the academic performance of MBBS students in the field of Pathology, as well as to assess their perceptions regarding its efficacy. MATERIAL AND METHODS: The research was carried out on second-year MBBS students from the 2022-23 batch at the Department of Pathology, AIIMS Rajkot. This prospective quantitative study aimed to compare the academic performance in Pathology between students who utilized the Kahoot! app and those who did not, with each group consisting of 20 students. An online survey was administered to the 20 Kahoot! users to explore their views on gamification in the subject. RESULTS: The comprehensive academic performance, taking into account all examinations, indicated a distinct benefit for students participating in the gamification group. A study of students' perspectives on the implementation of Kahoot! as a formative assessment instrument demonstrates that a significant proportion found it to be advantageous for their educational experience (95%) and for deepening their understanding of Pathology (95%). Most users considered Kahoot! to be a valuable tool for assessing higher cognitive abilities. CONCLUSION: This study suggests a gamified approach to formative assessment in Pathology, laying the groundwork for the implementation of online Kahoot!-based continuous formative assessment frameworks for the Pathology curriculum.

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